Space Engineers

Space Engineers

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T.N.F. Planetary Dropship 'Ghost' Mk.IV (C)
   
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Type: Blueprint
File Size
Posted
Updated
20.267 MB
20 Dec, 2016 @ 10:24am
1 Jan, 2021 @ 4:33pm
25 Change Notes ( view )

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T.N.F. Planetary Dropship 'Ghost' Mk.IV (C)

In 1 collection by Malmhrid
T.N.F. Strike Infantry
16 items
Description
"Glancing out the rear hatch window slit, he could see the three other Ghosts in the formation, their sunlit armor bright against the blackness of space. Armed with rotary autocannons and clad in sloped, gray-painted steel, the dropships of the strike carrier Carnage were closing in fast on their planned line of departure."
-From The Fleet Beyond Neptune

Originally designed to carry assault teams of six heavily equipped infantrymen to their target, the Ghost planetary dropship model is also used by the Fleet in a variety of other roles. Capable of planet-to-space transitions without a hydrogen propulsion system, and with a versatile airframe, the Ghost has been modified into several variants. These include heavy gunships, combat search-and-rescue crafts, and heavy escort fighters.

The Ghost Mk.IV Cargo Transport (or “C”-version) is specifically made for small-scale transport of cargo, typically moving construction components between planetary bases and orbital stations, or ore from dig sites. In prolonged military operations, a Ghost C may be tasked to support air- and ground forces by bringing spare ammunition, medical supplies and oxygen bottles. Carrying much less firepower than the gunship and multi-mission variants, the Ghost C’s gatling guns can still offer adequate protection against soft targets and small craft. In a pinch, the Ghost C can therefore also support air/ground-operations by fire.

Due to the Ghost-model's versatility, several of the Fleet's modern warships are being constructed with hangars specifically designed to carry its variants. An example of such ships is the Trespasser frigate.


Atmospheric entry:
● When entering a planet’s gravity pull from space, level the Ghost with the planet’s gravity, shut down its inertia dampeners, and let it free fall to the surface.
● When below 1000 m, engage the inertia dampeners and the ship will quickly slow down, and stop completely after around 150-300 m, depending on the planet’s size and gravity. Alternatively, the dropship’s parachute can be used.

Atmospheric launch:
● Turn on ion thrusters, level the dropship with the planet’s gravity, and engage full upward thrust.
● The Ghost will enter a transition phase in the planet’s upper atmosphere, where it will temporarily lose speed. Keep the thrusters at full burn, and the dropship will begin to accelerate again after it reaches around 50 m/s, depending on the planet’s size and gravity, and the weight of your cargo.
● At this point the ion thrusters deliver enough thrust, and the dropship can continue to maneuver in orbit, or continue into space.



General characteristics:
● Crew: 1x Pilot + 2x Passengers
● Length: 13 m
● Width: 10,5 m
● Height: 4,5 m

Armaments:
● 2x 25mm Gatling Turrets
● 6x 25mm Fixed Gatling Guns

Cargo carrying capacity:
● 1x Large Cargo Container
● 1x Downward facing Connector

Features:
● Capable of atmospheric entry and launch (with container at <50% capacity).
● Radar panel which marks friendly units running the same script, and enemy/neutral ships targeted by the dropship’s turrets.
● Internal and external information screens showing the dropship’s heading, position relative to an horizon, ammunition and fuel storage, and damage diagnostics.
● T.N.F. markings, using the Fleet’s logo converted to monospace by Whiplash141.
● Spare hydrogen and oxygen bottles, tools, weapons and ammo in cockpit.
● Air vent with depressurize on, which renews the cockpits oxygen supply when in atmosphere, or in a hangar.
● An internal projector to aid in repairing the ship.
● Survival ready!


Known issues:
● None at the moment.

Acknowledgements:
● The radar panel uses Whip’s Turret Based Radar script by Whiplash141.
● The information screens use MMaster's LCD 2 script.
● The screen showing the planet's horizon and the dropship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
● Diagnostics screen is using the Manual Refresh Floor Plan Script Mk1 by Alysius.
48 Comments
Malmhrid  [author] 5 Jun, 2019 @ 4:25am 
Thank you for the explanation, I'll use the projectors as you suggested from now on! The monstrous file sizes and performance hits of relatively normal sized ships has always been frustrating to me. Also, by removing the projector block from the projected blueprints that I need to keep on my ships (missile modules etc.), I've avoided the multiplying effect you mentioned.
Krougal 3 Jun, 2019 @ 6:44pm 
A little clarification on why keeping loaded projectors is so bad (I see you've started unloading yours) the blueprint files are basicly just XML. When you load a BP into a projector, that BP then becomes part of the host ships BP. So besides swelling the filesize, you've also now got an out of date BP (if it's of the same ship). Now if you go making updates to the ship and don't unload that projector, you've got a BP with a BP that contains another BP as part of the new BP. All of them older iterations of the ship now. It gets worse every time you do this. So while projectors are awesome, preloading them is not.
Krougal 3 Jun, 2019 @ 12:57pm 
I know I'm a little late to the conversation about projector blueprints. They've always been a problem. I've found this out the hard way. The worst is when you've got blueprints inside blueprints inside blueprints (AutoMcD and I found this out with some of his very old ships, and then Amphion modular Reef station is about the worst example of it I can remember). The swelled block count seems just the latest symptom. It's always best to just post the projector offsets somewhere but not include the BP.

Anyway, love your work! Keep 'em coming. Eager to try out the "U" model (love modular stuff) when I get home. You're cutting into time I should be working on my own fleet :P
Bodyboarder2528 2 Jun, 2019 @ 1:20pm 
Oooo goody
Malmhrid  [author] 2 Jun, 2019 @ 12:54pm 
Glad that it worked out for you! My latest (last) 'Ghost' variant is published, by the way. It is an all-in-one dropship with several modules. So if I want to expand further, I'll make new modules instead of new dropships!

https://steamproxy.net/sharedfiles/filedetails/?id=1758273608
Bodyboarder2528 29 May, 2019 @ 12:14am 
just ask Malmhrid i spent like a week with a couple of his ships and asking questions lol im happy to return the help
-Shadow- 28 May, 2019 @ 11:00pm 
The problems on the Dedicated Server are fixed .... very nice:steamhappy:
-Shadow- 28 May, 2019 @ 10:59pm 
hi, thanks to the tip of bodyboarder I have the ships again reduced in size. Thanks a lot to you two
Bodyboarder2528 28 May, 2019 @ 2:49pm 
@malmhrid do you think you should make a ticket about it to keen and we all upvote it because all the gravity guns and the missiles you have made that have projectors on it will be really high in block count
Malmhrid  [author] 28 May, 2019 @ 1:46pm 
I'm just glad we're making progress towards a solution, finally I can try to fix the 1 GB monstrosity that the 'Charlie II' station has become :p -Shadow-, since you specifically mentioned the 'Broadwing' and 'Trespasser' earlier, I have adjusted those blueprints now. The 'Broadwing' blueprint in particular is now taking up very little space.